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From: jhammond@acpub.duke.edu (John Kirk Hammond)
Newsgroups: rec.games.netrek
Subject: Dogfighting Manual.
Date: 13 Sep 92 02:04:35 GMT

Greetings from Lance.

Here is the manual I mentioned.  I posted it 'cause many people said I should.

I only use a CA, so if you play another ship take any advice with a grain of salt (actually, take it all with a grain of salt.).

There are, as I see it, 3 major things about successfully dogfighting. The most important, by far, is intensive use of tractors.  The second is to change speed constantly.  The third is to det incoming torps.

Remapping the keyboard in the .xtrekrc file is important.  The y key for pressor (?), etc. is impossible to properly utilize.  For those interested, here's mine: dTeyadllrrqe D I think some of that was redundant, but it works, so I don't care! :)

  1. Tractoring/pressoring
  2. Changing speeds
  3. Detting
  4. Shields
  5. Torps
  6. Phasers
  7. Cloaking
  8. Plasma
  9. Knowledge is half the battle :)
  10. Interesting Tidbits

I.  Tractoring/pressoring

  1. Tractors are most useful for holding an opponent in place so that your torps can catch up to him.  By tractoring an opponent, one a) slows the opponent's turning speed down for a          short time and b) pulls him in the direction of your torps. THIS IS MOST IMPORTANT.  I can not tell you how many people have come rushing onto the screen that I have tractored, using their speed, and pulled them right onto a string of torps.
  2. Tractors are also useful for pulling wounded enemies (and full-strength scouts) into your phaser range so that you can finish them off.  However, see III. Detting for more on that.
  3. My favorite method of killing any enemy is to pull up next to him, speed up to warp 8 or 9, and on the pass launch a volley of torps and at the same time tractor him.  Fire the torps almost perpindicular to your ship, because at warp 8, they will move outward AND forward, hence slamming into the opponents ship.  I will also det his torps if they look like they might hurt me.  Sometimes, if the torps might not hit him, I pressor him, and sometimes, just sometimes, his rapid turning pushes him BACK into the string of torps.
  4. In the opposing situation, if an enemy tries this on me, I turn in his direction and pressor off of him at the same time, which (most of the time) propels me out of his incoming swath of torps.  Pressors are most useful for maneuvering into and out of positions for battle. I don't use them extensively in battle but perhaps to keep a phaser-thirsty ship out of range so that I can torp him, or, in cases where there is a good BB playing, pressors are a key to survival.

II.  Changing speeds

  1. It is important to change speeds constantly.  Many opponents tend to dodge torps I send at them.  However, when involved in a dogfight, and torps are flying in a perfect line at your ship, slam your hand down around the 7-8-9 area, and watch as your CA accelerates past the torps (I dogfight at 4).  A while back, I fought with West 11 or 12 times on an abandoned server.   Against that kind of skill, I change speeds maybe, once very 3 or 4 seconds, just to throw him off as to where I am going.  That match ended in a tie or close to it.  Those 'lil matches took over a minute usually.  Learn to be patient.  The next entry, B, illustrates that.
  2. The other day, I angered an opposing BB so much that he roared onto the screen firing a plasma and a blob of torps.  I calmly turned perpendicular to his plasma and accelerated.  That got me out of the torps' way and out of the possible turning radius of the plasma.  The BB then turned tail and slowly moved away from me, firing torps all the way.  By moving back and forth and calmly accelerating out of his torps I followed him all the way up to a fuel planet, never raising my shields or firing a shot.  He started orbiting the fuel planet, and I sped up to 8 or 9 and roared by him, firing a volley of torps, tractoring him off the planet, detting, and phasering.  Needless to say, he died and I lost my shields.  But I was patient.
  3. Also, remember to pressor oggers that appear behind you, as this will keep them from blowing up on you (I tend to tractor them, fire torps at them, and then pressor them, thus ensuring their death and preserving most of mine).  However, you must be going away from the ogger at at least warp 7 for this to work, because pressors only really neutralize the ogger's tractor.
  4. When you are attempting to catch up to a target, and he is fleeing at similar speed, you can do 2 things: 1) If there are enemies in the area who could help him, you must get him          quickly, so det torps sent in your direction.  2) If you and he are alone, if he fires a line at you, slam the 1-5 warp area and turn a little to the side.  This usually lets you dodge most of them, but he gets those few extra seconds to flee a little more.  However, if he has no help in the area, you might still have a chance of catching him.

III.  Detting.

Here is the Netrek concept that will get me in trouble with other good dogfighters.  Most never det in battle.  I, however, live on detting.  I will cover detting on the "accepted scale" from A to C.

  1. Det when tractoring scouts in and phaser them to death.  Scouts fire dinky 25 pt torps that do 6 pts of damage when det them.  If you can tractor them and you are moving at sufficient speed, you can crunch a scout in a CA.  As long as you det.  This goes for any wounded ship, too.  If a CA is wounded and is sitting stopped, rush at an angle, fire torps and tractor him in.  However, you MUST remember to det torps.  If you don't 10 to 1          you will mutual with him.
  2. Det torps for wounded ships, planet takers, and SB's.  If you want to be a good escort, stay AHEAD of the planet taker and det any torps headed for the planet.  However, REMEMBER to fire at incoming oggers, and if you must, mutual with any too close to the planet.
  3. Det enemy torps to wound other enemies.  This I use only in special situations.  When a cloaker (planet taker) flies over enemy torps, det them.  You will take damage, but so will he.  Any planet taker that slows down 'cause of wounds is usually dead in any clueful game.  Planet taking counts on the taker to make it to the planet as fast as possible before oggers overwhelm the escorts.
  4. OK, I also det a lot in combat.  When I am dodging, I will often det to open a "hole" in a stream of torps, or det the first few torps in a string so that I can zoom by.  Remember, detting ideally only inflicts 25% of the damage on your ship, so detting 4 or 5 torps really is nothing in a CA.  I also tend to det whenever I make a pass at an enemy.  Granted, at one inch away those torps might not hit me, but I don't take the chance.  50-130 pts norm on a dogfight, I guess.  At one inch, one pass is usually enough :).  Some good players can use my detting against me, but not always.
  5. You know those situations where you and an opponent suddenly zoom on the screen at the same time and right at each other? Usually, you will ram each other with a blob of torps.  However, the best way to survive is to slam your hand down on the speed of 1-4, turn rapidly to one side, fire torps, pressor, and DET constantly.  About 50% of the time this will allow me to destroy the incoming ship, but I in turn usually take almost 80-90% damage.  However, I survive.
  6. If you are in a situation where both you and your opponent are both wounded and he is taking pot shots at your ship, go into repair mode.  When he fires a torp, and you can't dodge it, det it.  Repair mode will usually repair enough shields for a 10 pt det.  This way you conserve your fuel.  Once you get enough fuel, start moving and unleash a full string of torps at the enemy.
  7. If you are in a situation when you have enough fuel to kill a crippled ship but he is right on top of you and his explosion will kill you, pressor him away before phasering him and killing him (assuming he has no fuel).

IV.  Shields

Never keep your shields up all the time.  Your hull doesn't repair and your fuel regenerates slower.  Get in the habit of putting shields up ONLY when you are doing the following:

  1. Approaching an enemy planet for bombing or planet taking.
  2. Within about 3/4 the phaser distance of a CA or -->BB <--.
  3. If torps are gonna hit ya.
  4. If a cloaker is coming to ogg you and he is within phaser distance on the galactic.
  5. If friends fire a lot of torps over you and an enemy is in the vicinity to det them on you.
  6. It's fun to let a SC to get within phaser range: let him lock you a few times and he (sometimes) get cocky.  Once he turns around to engage you, tractor him in and kill him.

V.   Torps

  1. Though I covered most of this in tractor, PRACTICE, PRACTICE, PRACTICE.  Some people here at Duke who program 'borgs say my torps are almost vector anyway.  I have been accused many times of having a 'blessed borg.'  It is because I practiced lots last year (this year I don't play very much anymore).  PRACTICE AIMING THOSE TORPS.  Learn to lead your opponent.
  2. Don't det your own torps when you are first learning.  This is the lazy man's way of getting another shot.  When you are first learning, and you die cause your first shot missed, you will soon learn to start aiming better.  If, however, you keep detting your torps, you will waste all your fuel in no time and gain little experience from the situation.

VI.  Phasers

  1. I use phasers when I make a pass at an enemy.  Usually it is the difference that kills him.  It is difficult to remember to tractor, torp 8 times, shields up, det, phaser, and move... but          the extra 40 pt phaser sometimes is all you can get on the guy.
  2. I don't suggest attempting to whittle down an enemy with phasers.  The only person I've ever known to do this effectively against me was Val, and he's gone...

VII.  Cloaking

  1. Don't cloak (remember, this is a dogfighter's manual).
  2. Cloaking is only for dodging 'outgoing oggers' (those coming to ogg you before you reach your target) or to pass over some interference dogfighters who are between you and your target.
  3. Cloaking is for mainly planet takers and oggers.  That is NOT my forte.

VIII.  Plasma

  1. Never use plasma.
  2. However, plasma is useful when there is a solitary planet taker orbiting a planet and you are racing to it.  A plasma and a blob of 8 torps will usually do the trick.
  3. SMACK!

IX.  "Knowledge is half the battle." :)

  1. KNOW YOUR ENEMY.  Know what kinds of ships the bitmaps are.  Learn what kind of shields and hull and torps and phasers each ship has.  Learn to add up quickly in your head, "Well, 3 torps and a decent phaser.  120 for the torps, 40 for the phaser.  That CA is hurtin' and won't be able to flee from me for a bit..."
  2. Keep track of your shields and your fuel.  Make sure you have enough fuel to get out of there, 'cause you might get 2 kills, but an ogger will rip you to shreads when ya have an empty tank.
  3. Learn to cripple an enemy.  When you are rushing to say ogg a SB hanging around the enemy home planet or especially to take the home planet, NEVER kill oggers coming to engage the blob of escorts and planet takers you are moving with.  If you do so, you a) waste your own fuel and shields and momentum, and b) enable the enemy to reappear right next to your target with full everything.  Bad move.  Either cloak before you get to          outgoing oggers, or hit them with 4 torps to cripple them <--  This is possible.

X.  Interesting Tidbits

  1. I don't really ogg...I usually uncloak about an inch from the player and depend on my aim to kill the guy...ogging would better be explained by MUCUS, _ensign, Val, and FreeKill.
  2. Escorting
    1.  Fly in FRONT of the carrier.
    2.  Det torps that might hit him on the planet.
    3.  Oggers usually race onto the screen at full speed.  Use it to your advantage:              tractor and jam 8 torps up his nose.  He can't dodge due to his high speed.
    4.  NEVER fire torps over your home planet when an enemy can det them on your carrier.
  3. Flying Interference
    1.  If you are staying at an important front line planet, and you are flying "interference" in guarding it.  Keep your eyes open for takers and their escorts massing below and  call for help.
    2.  If ya get caught defending a planet against a mass of enemy ships, as I often do, good luck.  The best thing to do is 1) cloak and maneuver over the taker and det his escorts torps. 2) Distress a lot and move back and forth over the planet, firing a few torps to make enemy ships turn from their course.  In this case, you MUST survive long enough for help to arrive.  Most likely, on a clued game, you would be ogged by the escorts, but sometimes they hestitate too long and friendlies arrive.

That's it!

Insights, criticism, etc. please either post to r.g.n or mail jhammond@raphael.acpub.duke.edu



From: mccoy@ccwf.cc.utexas.edu (Jim McCoy)
Newsgroups: rec.games.netrek
Subject: Re: Favorite fighting tactics
Date: 19 Jul 1993 15:53:01 -0500

books@mailer.cc.fsu.edu (Roger Books) writes:
> [...] I thought I'd try asking for everyones favorite dogfight
> tactics.  The strategy arguements are constant but this one doesn't
> show up much.

A lot of the "dogfight" tactics depend a great deal on what ship you are using, so it is harder to generalize in the same way you can with higher level strategic discussions.  Most of what I consider "dogfighting tactics" are really only a list of general ideas and philosophies that depends a great deal on who I am fighting and what is happening at the time.

The biggest secret to dogfighting well is learning to use your tractors and pressors.  This is not really a secret, as everyone who is a good dogfighter will tell you about it, but until it becomes so natural that you don't think of T/P as any different from phasers and torps you will be able to fight with the best out there.  Speed and fuel management is second I think, and accuracy with phaser and torps runs behind these, IMHO.

A couple of minor tactics that might be useful (these generally assume a CA v. CA engagement):

  • Tempt the enemy with down shields at the upper limit of their phaser range and pressor them every now and then.  When they take the bait and hit you with phasers you turn into them, tractor and accelerate, raise shields and follow up with a phaser of your own.  With practice you should be able to get all of these actions done within the span of the enemy's initial phaser recycle; a pressor and a turn after you get your phaser lock can then shear you away from them to limit damage from a folow-up phaser.
  • Jab the enemy with your pressors to goad them into upping their speed so that they can close the distance separating the two ships.  When they turn towards you switch to tractor and pull them in and unload a stream of torps and a phaser.  This is similar to your tractor charge except you get to retain more control over the engagement due to your low speed (and higher maneuverability) by using pressors prior to contact to get the enemy to increase their speed.
  • Use pressors to evade torp streams.  This sounds simple, but it seems few people do it.  You just turn in a direction perpendicular to the torp stream and pressor off the firer, you can usually get our of the torp-wobble arc from the stream just using pressors and a little bit of warp.  This is particularly useful if you are damaged but the enemy is not willing to close to knife-fighting range and risk a mutual; you can dance around their torps even at low-warp.
  • Torps do not have to hit the enemy to be effective.  You can set up a stream of torps to deny a direction of movement to the enemy and force them in a particular direction.  Most people will instinctively turn away from the stream instead of detting through it to break off the engagement.  This is also a useful tactic if you are double-teaming someone (to direct them towards your partner) or are being double-teamed (to split up the enemy so that you can engage them one at a time.
  • Get good positioning.  Try to decide where to fight before you start. Being able to fall back to a fuel or repair planet is an advantage you should try to set up if you can.  Be prepared to give ground, but expect them to take damage and lose fuel for the ground they gain from you. Make them need to get through you, this is not as easy as it may sound; if they want to avoid you it is best to force them to take a wide turn.  This is particularly important in the "space-control" style of dogfighting that is popular in recent INL play.
  • Speed kills.  This is simple enough, but it seems a lot of people have this mistaken impression that they can maxwarp into a dogfight and survive (or even maxwarp _through_ a dogfight...)  If you are going at your max speed by the time the enemy is on your tactical you will be at a  disadvantage because you _must_ slow down soon while the enemy can either accellerate or decellerate and use their increased options to gain an advantage over you.

> Tractor-Charge. 
[description deleted]

This assumes your opponent does not know how to pressor.  Your tactic relys upon a constant tractor as a hook.  By selectivly using a pressor the tractor'd enemy can gain maneuverability and get around your torps.  This seems to gamble a lot of fuel on the question of whether or not the person you are fighting with knows what pressors are.  For most pick-up games this should work well but it is a big risk to take in a high clue game.